(*Items.Items
*
**)
A description of the various items found in the game.
(*Items.Chromatic Cookie
*
**)
A food item. It can be eaten, wielded or used. Assuming it is not tainted, it
restores up to 1000 [HP], and may increase physical [Stat]s. Using it may
teleport you (always to a location on the main map, even if you are in a
special region), show you a map of the local area from an omniscient
perspective (you will remember the map, use the map command to view it), or
have some other minor effects. It can be wielded as a weapon, but it isn't an
especially good one.
(*Concepts.Concepts
*
**)
This section describes basic game concepts.
(*Concepts.Special Attack
*
**)
A special attack is a behavior exhibited by the characters in the game,
generally associated with combat. There are many kinds. Some can be used by
the player after [Polymorphing] into the associated creature, others can't.
An example would be the [Pikachu]'s thundershock.
(*Concepts.Resistance
*
**)
Resistances prevent certain special effects from affecting a character.
There are fairly few resistances in TunnelHack: Resistance to [Polymorphing],
Resistance to Chemical Attack, and Resistance to Bullets.
Resistance to Chemical Attack can be intrinsic to a species (for instance,
[Pyrex Elf]s]) or aquired by wearing a Lab Coat. Bullet resistance is aquired
by wearing a bullet-proof vest. Polymorph resistance is strictly a species
intrinsic, you can't get it by wearing armor.
(*Concepts.Conduct
*
**)
A voluntary challenge undertaken by a player, to make the game harder.
(Despite the fact that it is already quite hard and has been beaten only
thrice in its existance - perhaps twice "in spirit", before it was possible to
actually win.) Some codes of conduct, such as eating only
vegetarian food, or not attacking peaceful creatures, are tracked by the game.
You are not expected to follow most conducts, but you will get considerable
score bonuses for completing the game with them. There are some conducts,
however, that are "manditory", as you will be penalized for breaking them.
These are attacking peaceful creatures, killing humans, and [Canibalism]. The
score penalties for the first two are fairly light, although [Murder] carries
additional risks.
(*Concepts.Canibalism
*
**)
A serious sin in TunnelHack. If you eat members of your own species (defined
as creatures that leave the same corpse you leave), you are breaking the
no-canibalism manditory "[Conduct]". Your score will be penalized.
Humans are not really good eating anyway, so this isn't normally a big deal.
Note that the definition of canibalism is not technically "eating humans":
some creatures that do not count as humans for murder purposes, such as the
[Mad Confectioner] or Zeius, leave corpses that it would be canibalism to eat.
Use common sense.
Sentient NPCs will not canibalize each other, although non-humans will
gleefully eat human corpses. (A behavior that [Pet]s frequently exhibit, to
the disconsertion of some players.) Also, non-sentient NPCs may canibalize
each other.
It is not canibalism to eat a human if polymorphed into a non-human
creature. However, even if the creature that you polymorph into would have no
compunctions about eating its own species, that does not make it okay for you
to do so. If you are a pikachu, you must not eat pikachu corpses, and so on.
The Chromatic Cookie is a debugger corpse. If you are polymorphed into one,
you should not eat Chromatic Cookies.
(*Concepts.Murder
*
**)
Killing human beings. TunnelHack narrows the definition of murder, for game
purposes, to the killing of non-insane human beings in a way that a real-world
jury would belive. This means that killing a human while polymorphed into a
Gelatinous Cube, or fatally zapping one with a wand, is not considered murder.
You are "allowed" a fixed number of murders, determined at the beginning of
the game. If you commit more than this number, you will be convicted if you
win the game, a dishonor that will be noted in your score. The difficult part
is that the number of allowed murders varries from game to game, and,
furthermore, is not directly known to you! (It can be zero.)
Your allowed murders represent your lawyer's ability to argue that it was
self-defense or that you didn't do it. It is a "murder" to kill a hostile
human! (Better let your [Pet] finish off dangerous human adversaries.)
(*Concepts.Polymorphing
*
**)
To polymorph is to change species. (Go from being one type of creature to
another). TunnelHack has both controlled and uncontrolled polymorphing, both
through items.
Uncontrolled polymorphing is risky bussiness. Many creatures have stats worse
than even low-level characters, and some have low maximum stats (from their
[Leveling Class]) and will remain pathetic even if you level up extensivley in
the form of that creature. In previous versions of TunnelHack, uncontrolled
polymorphing was fairly safe, assuming you had enough Toxic Waste (from a
Flask) to continue polymorphing until got something good, but this is no
longer a very good idea unless the opportunity arises very early on: there are
many creatures that resist polymorphing, and not all of them are desirable
targets. (Many are non-leveling, as well.)
Controlled polymorphing (Done with Toxic Waste that has been mixed with the
yolk of the Pikachu's Striped Yellow Egg) turns the user into a specific
creature. (It is important to get the name exactly right when asked!)
Uncontrolled polymorphing is done with an ordinary flask of toxic waste
(chromatic fluid), or by a Conical Hat malfunction. (Even riskier!)
Not polymorphing (or not using controlled polymorph) is a [Conduct].
When considering targets for controlled polymorphing, you should consider
inital [Stat]s, [Leveling], and [Resistance]s (especially polymorph resistance or
non-eating, which would preclude your ever performing a controlled polymorph
again). [Special Attack]s are worth considering as well.
(*Concepts.IN
*
**)
A [Stat] measuring intelligence. The main affect on gameplay is in using
items.
(*Concepts.ST
*
**)
A [Stat] measuring physical strength. It is directly involved in determining
how much damage a character does when attacking.
(*Concepts.DX
*
**)
A [Stat] measuring dexterity. It affects chances to hit or dodge the attacks
of other creatures, and affects the use of some items.
(*Concepts.HP
*
**)
Hit points. An abstract measure ([Stat]) of a character's ability to avoid being
damaged by blows and endure physical injury.
(*Concepts.Level
*
**)
The experiance level of a creature describes roughly how powerful it is
relative to a typical creature of its species. You start out at level 0. See
[Leveling] for information about gaining levels.
(*Concepts.Leveling
*
**)
Leveling is the process by which a character's [Experiance] [Level] increases.
When a creature levels up (non-player characters are able to gain levels as
well), its [Stat]s increase.
Not all kinds of creatures can level up, and among those that do, the stat
increases and maximums vary. Although there is no limit to leveling (apart
from technical limits), the maximum stats a particular creature can achive are
capped. For instance, a pitiful [Hamster] could have a maximum [IN] of 10 even
if it reached level 100.
The level-up behavior of a species is described by its [Leveling Class].
Understanding leveling classes is critical to effective [Polymorphing] and
helps in [Pet] selection.
(*Concepts.Pet
*portraits/pikachu.png
*The Science Student's Starting Pet*)
Pets are "[Monsters]" that follow you around, fighting your enemies and
attempting to help you. Usually it is killed by a [Pyrex Elf] in about fifty
turns. However, if you manage to keep your pet alive, it can become quite
powerful (by [Leveling]).
The starting pet is one of a [Feral Cat], [Dog], [Pikachu], or [Zergling].
Additional pets can be obtained in the game.
(*Concepts.Leveling Class
*
**)
A character's Leveling Class determines what [Stat] increases the character will
get with [Leveling] up. It also sets the maximum stats for a species, and the
probability that [IN], [ST] and [DX] will increase. ([HP] always increases on
leveling up, until it reaches the maximum.)
The Leveling Classes are Humanoid, Dragon, Pathetic Creature, Moderate Animal,
Fox, Beast, and Flayer.
A character that does not level up has no leveling class.
(*Concepts.Experiance
*
**)
Experiance, measured with Experiance Points, are gained for successful actions
(usually combat). If a character's experiance points are high enough, the
character will level up. (See [Leveling])
(*Concepts.Stat
*
**)
Statistics. In TunnelHack, the primary statistics are [ST] (Strength), [DX]
(Dexterity), [IN] (Intelligence), and HP (Hit Points).
(*Map.Map
*
**)
This section describes the layout of the game's map. See [Special Rooms] for
information about specific rooms or kinds of rooms.
(*Map.Layout
*
**)
The tunnel complex is randomly generated, but always follows a basic layout:
four "major tunnels" radiate outward from a central boiler room, each major
tunnel terminating in one of four special nodes. The direction of the tunnels
can be obscured by the fact that they are not straight and indeed can double
back and loop around - it may not be clear which is which (apart from the
northern wing) until you reach the boiler room, if then.
The northern tunnel terminates in the entrance, where you start your new game.
Unlike the other tunnels, the monsters are easier closer to the terminal node,
and harder towards the beginning. (For obvious reasons).
The southern tunnel terminates in the [Evil Lab]oratory of the
[Mad Lab Tech] Zeius.
She is always generated in that room, asleep and carrying your artifact.
The western tunnel terminates with the [Programmer's Tower], where a programmer
will always be generated.
The eastern tunnel ends in the [Champion's Hall], which (unsuprisingly) contains
a guaranteed [Champion] (named Seijik, after a player character who reached XP
[Level] 104 on an early version of Tunnel Hack: although [Leveling] was linear at
the time, this was still considered very impressive) with good items.
Random [Special Rooms] are interspersed throughout the maze.
One random dead end in the maze will be selected and replaced with the
entrance to Wonka's chocolate mine. This can be in any branch.
(*Weapons.Weapons
*
**)
This section describes the weapons found in the game.
(*Weapons.Weapon
*
**)
Weapons effect the amount of damage you do with your physical attack ('a'
command). The formula adds the damage rating of the weapon to a random number
up to your strength, this is the base damage. (Armor of the target is
subtracted, giving the final HP reduction, which must be zero or more.)
(*Weapons.Damage Table
*
**)
| Weapon | Damage Rating | Special |
| Stick | 1 |
|
| Sports Ball | 1 |
|
| Pencil | 1 |
|
| Plastic Spork | 1 | Disects Food
|
| Chromatic Cookie | 1 | Various effects
|
| Flask | 1 | Various chemical splashes
|
| Networking Cable | 2 |
|
| Blue Gum | 2 | Blueberry Death
|
| Screwdriver | 3 |
|
| Lens | 3 | Detects Defective Items
|
| Novel | 3 | Estimates IN
|
| Meter Stick | 4 |
|
| Scalpel | 4 | Disects Food
|
| Rock | 5 |
|
| Rubber Wand | 7 | Issues Blazing Electric Death
|
| Textbook | 5 | May stun enemies
|
| Baseball Bat | 9 |
|
| Metal Slab | 9 | Also can be used as armor
|
| Bullwhip | 10 |
|
| Frying Pan | 10 | Also can be used as armor
|
| Knife | 10 | Disects Food
|
| Dragon Fang | 12 | Very accurate (+50% To-hit)
|
| Pick-Axe | 12 |
|
| Dread Sword of Nerfing | 15 | Can reduce enemy stats
|
| Glowing Sword | 20 |
|
| Pen of The Propagandists | 25 | May charm creatures
|
Using an item that Disects food on a food item will reveal if it is tainted
or not; there is a chance that you will destroy the item if your DX is too
low. If your DX is 11 or higher, this won't happen. If your DX is lower than
5 it will always happen.
Reading a Novel gives you a rough indication of your intelligence. (None of
the novels are very will written.) If you are "confused by the big words",
your IN is less than 6. If you think it is "turgid prose", your IN is less
than 10. If you fit neither catagory, you will be told that you "wonder how
this drivel got published." There are no harmful effects from reading a
novel, so it can safely be used to determine roughly how safe it is to read a
particular textbook.
Textbooks are not all the same; their topic is chosen from several at random.
The Art of Computer Programming and Java in a Nutshell are
"powerfuly nerd aligned"; hitting a jock-aligned creature with either will sear
its flesh, doing d8 armor ignoring damage.
The CRC Handbook of Chemistry and Physics is an especially large book
and does an extra d8 physical damage. The primary benefit of wielding a
textbook, its damage being fairly low, is that it has a chance to stun the
victim. Non-intelligent creatures have a 50% chance of "recoiling in fear" and
being stunned or turning to flee.
Sentient creatures with low IN are the most at risk: these can be stunned for
a number of turns up to the difficulty of the book. (Science students in labs
wielding textbooks is a leading cause of death among [Physical Education Student] PCs.)
(*Insta-Deaths, 1-Turn-Kills, and Other Nasty Suprises.Insta-Deaths, 1-Turn-Kills, and Other Nasty Suprises
*
**)
This section describes various unpleasantnesses that can befall unsuspecting
characters.
(*Insta-Deaths, 1-Turn-Kills, and Other Nasty Suprises.Insta-Death
*portraits/garbage_collector.png
*Death of Automatic Memory Management*)
[Garbage Collector]s and The [Computer Programmer] have outright insta-kill
attacks.
Insta-death can also occur from eating rotten corpses (1/12 chance), eating
a tainted Chromatic Cookie (1/5 chance), drinking acid (1/2 chance), or
drinking poison (1/4 chance), teleporting with a tainted magic cookie
(1/2 chance), using a Conical Hat or reading a Textbook with low IN, or
having your brain eaten by a [Mind Flayer] or [Greater Mind Flayer].
(*Insta-Deaths, 1-Turn-Kills, and Other Nasty Suprises.1-Turn Kill
*
**)
The best defense against one turn kills, is, obviously, to have high HP.
Also, pay attention to the link descriptions so that you don't blunder into
things such as locker rooms and labs before you are ready.
(*Insta-Deaths, 1-Turn-Kills, and Other Nasty Suprises.Nasty Suprises
*
**)
You game can be rendered unwinnable if your artifact is destroyed.
Don't drop your artifact, and don't let your nemesis be killed by a
gelatinous cube, which can destroy items. The artifact is fairly resiliant
but it is possible to destroy it in several ways.
(*Special Rooms.Special Rooms
*
**)
Some rooms are just cosmetic alteration of a normal room, such as the
Boiler Room. The Entrance is also like this, although it has one special
property: you can win by entering it with your artifact! However, there are
many kinds of rooms that are different in various ways from normal ones,
usually by their contents. These rooms are usually depicted with colorful
letters or symbols on the map.
(*Special Rooms.Laboratory
*
**)
Laboratories come in two flavors, having equal chances of creation.One
contains 1-2 mad scientists (who are never insane) and 2d4 [Science Student]s
The other contains 2d4 [Pyrex Elf]s and d4 shards of glass and human corpses.
Both labs also contain d6 items chosen randomly from scapels, textbooks,
lab coats, flasks, and pencils. Both versions are fairly dangerous if you are
not co-aligned with the inhabitants. The neutral-aligned pyrex elves do decent
damage and have that irritating spit attack; nerd-aligned science students and
[Mad Scientist]s are wont to stun low-IN characters with textbooks and throw
various chemicals on them. Which kind it is can be determined with good
accuracy by looking into it with the view command, and checking to see what
the inhabitants are. (Mixed labs with elves and scientists are not generated;
if you see this it must be the result of random creatures going there on their
own.)
Like [Locker Room]s, Laboratories are a leading cause of early [1-Turn Kill]s.
(*Special Rooms.Gnome Hive
*portraits/gnome.png
*A gnome in his hive. (Background)*)
Gnome Hives contain d8 [Garden Gnome]s and an equal number of items chosen from
conical hats, cloaks, sticks, flasks, sacks, magic cookies, and wands.
Remember that gnomes can and will pick up items. Overall, not an especially
dangerous room, however, especially for characters co-aligned with the gnomes.
(Who are nerd-aligned.)
(*Special Rooms.Locker Room
*
**)
Locker Rooms contain d6 [Physical Education Student]s and a [Coach]. They also
contain as many items as students, chosen from steroid pills, sodas, jackets,
T-shirts, baseball bats, balls, and pocket knives. Locker rooms are a leading
cause of death for low-level science students. Be careful not to stumble into
one before you are ready. (See [1-Turn Kill])
(*Special Rooms.Hamster Nest
*portraits/hamster.png
*Typical denizen*)
Hamster Nests contain 2d6 [Hamster]s and a [Giant Hamster], with a 50% chance of
a [Pikachu] as well. They are filled with clutter chosen from carrots, peanuts,
tattered rags, hamster corpses, and fur scraps. Since all hamsters as well as
pikachu are peaceful by default, the room presents little difficulty to
characters of any alignment - the only risk is rabid creatures. Hamsters are
useful as early sources of food and experiance for your pet. (And you, if
there are rabid hamsters or you don't mind the slight penalty for attacking
peaceful creatures.)
(*Special Rooms.Internet Cafe
*
**)
Internet Cafes are inhabited by 2d4 [Science Student]s and a 50% chance of a
[Code Monkey] for every Science Student.
Although physicaly not especialy threatening, remember that nerds can be
generated with textbooks that can stun you. Random items are chosen from
ethernet cables, sodas, cookies, chocolates, scredrivers, and textbooks.
(*Special Rooms.Ooze Lair
*portraits/gelatinous_cube.png
*A gelatinous cube in its natural habitat.*)
oze Lairs start with d4 [Gelatinous Cube]s and a random item chosen from all
possible non-artifact items. The eponymous oozes will be generated sleeping.
Since gelatinous cubes are peaceful, this room is generally fairly safe,
although they do have a chance of being rabid. The main danger is that, once
awoken, the gelatinous cubes will go around eating your loot.
(*Special Rooms.Programmer's Tower
*
**)
The Programmer's Tower contains the [Computer Programmer] and nothing else.
See the entry pretaining to the Programmer for information about how to deal
with him successfully.
(*Special Rooms.Champion's Hall
*
**)
The Champion's Hall contains a [Champion]. See the information about the
champion for details.
(*Special Rooms.Fetid Cesspool
*portraits/fetid_blob.png
*A cesspool-dwelling organism.*)
Fetid Cesspools are inhabited by the like of [Giant Toad]s, [Fetid Blob]s,
and [Crocodile]s. They may also contain a number of items, however, that items
found in cesspools are, as one would hopefully assume, not in edible condition.
(*Special Rooms.Evil Lab
*
**)
The Evil Lab contains the nemesis, the [Mad Lab Tech] Zeius. She will be
generated sleeping, and holding your artifact.
(*Character Types.Character Types
*
**)
This section is about the advantages and disadvantages of the various
character classes. It also offers useful advice.
(*Character Types.Physical Education Students
*
**)
Advantages:
High strength (can carry more stuff, does more damage). Good
dexterity. Starts out with good items, possibly including a decent weapon.
Disadvantages:
Dumb as hamster - can be killed by reading the _title_ of some books.
Difficulties using items become more significant as the game goes on.
Advice:
Smash bad things. Take their stuff. Level up.
Be careful doing anything else until you're sure your IN is high enough that
you can't be stunned by "Gomer's World of Outhouses". Avoid labs and internet
cafes; the students there are very capiable of stunning you.
(*Character Types.Liberal Arts Students
*
**)
Advantages:
Decent intelligence, dexterity, and strength. Co-aligned with many
"natural" creatures (animals), and pyrex elves, which makes the early game
easier.
Disadvantages:
Starts with crummy inital items. May start with low enough intelligence that it
is bothersome.
Advice:
Avoid locker rooms like the plague 'till you're at least level 5.
Ditch low-quality inital items that take up inventory space. Let your pet
carry stuff.
(*Character Types.Science Students
*
**)
Advantages:
Very smart. May start with an excellent early weapon (textbook).
Disadvantages:
Very low strength early on makes it difficult to carry stuff.
Advice:
Avoid non-coaligned rooms. (Especially locker rooms!). Use your high
intelligence to your advantage - you can use gnome hats and textbooks early on
without much danger. Manage your inventory carefully, and try to make getting
a sack a priority. (Kill a dwarf if worse comes to worse, they often have
several of them, but watch out for pick axes.) Give non-critical items to your
pet.
(*Monsters.Monsters
*
**)
This section describes the various creatures in the game, including unique
ones!
(*Monsters.Gelatinous Cube
*portraits/gelatinous_cube.png
*A gelatinous cube perched on a mantle of slime.*)
Neutrally aligned peaceful creature that eats items, even ones not edible to
other species. It has a large ammount of HP (300-400) and tends to resist
charming and stunning with textbooks. Gelatinous cubes are only rarely rabid
or cyborgs. They posess good regeneration (1/5), will eat corpses and other
items off the floor, and, if actually angered, they will chase you from room
to room. Gelatinous cubes start off with 8 random items (chosen from all
non-artifact items) engulfed in them, but they will usually digest these
before you would have a chance to kill them.
Gelatinous cubes have a pralyzing attack, which they perform on 50% of turns.
This stuns the victim for 3d6 turns, and has a 1 in 6 chance of engulfing and
digesting the victim (an [Insta-Death]), if not the player.
The special attack is not avaible to polymorphed players and the gelatinous
cube cannot level up.
(*Monsters.Robot
*portraits/robot.png
*One of many kinds of robot.*)
Robots are moderate-difficulty monsters; they have no special attacks and
start with no items. (They can pick up and use items, but do not eat.)
Their HP is not especially high (30), and they do 0-10 damage with their
physical attack. They always drop a metal slab on death. They are nerd
aligned. The fact that they do not eat (or drink!) represents a considerable
threat to polymorphing randomly. Robots cannot level up. They are large.
(*Monsters.Candy Golem
*portraits/chocolate_golem.png
*We're not sure what the arms are made of.*)
A construct of candy and chocolate, animated by arcane energies. Usually
created by mad confectioners to do work in factories, as an alternative
to troublesome, unionized human workers. Fairly high HP (50), otherwise
moderate stats. Doesn't pick up items, can't level up, and does not eat.
It reisists chemical attack. It is of gigantic.
(*Monsters.Beatnik
*
**)
(*Monsters.Debugger
*portraits/debugger.png
*It's in some kind of a cloud or something.*)
An aetherial minion of The Management, designed to keep things in good
order.
Debuggers are fairly dangerous, doing 0-40 physical damage and having 100 HP.
They are neutrally aligned and can teleport. Debuggers always drop a magic
cookie on death, a prime motivation for killing them. They don't pick up
or start with any items. (Gnomes, the other source for magic cookies, have
an irritating tendency to wield or eat magic cookie before you can kill them.)
Debuggers resist polymorphing and do not level up. They don't use items, and
are of gigantic size.
(*Monsters.Ancient Dragon
*portraits/dragon.png
*Draco Orientis*)
Dragons are high-level neutrally aligned creatures with very high HP,
intrinsic teleportation, no chance of being a cyborg, and very high stats
generally. They are _not_ peaceful, and should be considered fairly dangerous.
They are uncommon, however. When dragons die, they leave behind a Dragon Fang,
an uncommonly accurate and fairly powerful weapon. They are giant.
(*Monsters.Garbage Collector
*portraits/garbage_collector.png
*COWER, BRIEF OBJECTS*)
Essentially a much more powerful varriant of the Debugger. It has more HP,
varrying from 140-220, and is very resistant to stunning and charming.
Although it does the same physical damage as the debugger, the garbage
collector is far more feared because of its special attack. It has a 25%
chance per turn of attempting this special attack, which is insta-death for
everyone except the player. It may also insta-kill the player, however, the
player has a chance to survive. This chance is based on the number of murders
the player has commited: a player who has never killed a human being will
always be protected, a player who has killed 9 or more will always face
[Insta-Death].
Garbage collectors are neutrally aligned, along with debuggers; this is
considered a key advantage of the Liberal Arts Student. (Neither Debuggers nor
Garbage Collectors can be generated rabid/insane.)
The special attack is not usable by polymorphed players. Garbage collectors
resist polymorphing and do not level up.
(*Monsters.Tribble
*portraits/tribble.png
*You do better. :p*)
Essentially worthless monsters with little HP. Good food/practice for
pets early on. Tribbles are noteworthy only for their summon-help special
attack, which is not very common since tribbles only use it when attacking and
are generally peaceful or one-hit-killed. However, it is not as bounded (as the
zergling special attack is), thus a sort of tribble population explosion could
potentially occur. (Although it is vanishingly unlikely, reports from the field
indicate at least one instance of this ecological catastrophe.) Tribbles are
tiny.
(*Monsters.Crocodile
*portraits/crocodile.png
*It sort of resembles a crocodile*)
Mid-level mundane monster that does moderate damage (0-12) and is a scavenger.
Slightly harder to kill than its HP (23-37) would suggest since it tends to
start out carrying several edible corpses. Neutrally aligned, like most
animals. They are large.
(*Monsters.Talking Fox
*portraits/fox.png
*Zappy Time.*)
An anthropomorphic sentient fox. Not especially notable, although it carries
some unusual items. It will pick up and use items, meaning that it can still
fall into the catagory of "Things that can dispense blazing electric death at
inopportune times." It is usually peaceful. They are small. They use all kinds
of items.
(*Monsters.Spider
*portraits/spider.png
*Avoid the pointy bits.*)
Low level monster that is fairly agile but has very low health and does a mere
0-1 physical damage. The corpse is always tainted, and is thus a threat to
creatures who stupidly eat them. The spider does have a special attack, in
which it jumps on enemies and bites them; it has a 10% chance of doing this
per turn. The bite is poisonous and can reduce strength and dexterity by d2,
and stun for 3 turns; the chance of avoiding these effects is improved with
dexterity. (The bite attack will do d6 armor-ignoring damage in any case,
however.) If you have the acute misfortune to be polymorphed into one, you can
take some small comfort in knowing that you will be able to use this special
attack.
(*Monsters.Furby
*portraits/furby.png
*You can tell it's evil from the horns, see?*)
Furbies are low level creatures that are fairly unremarkable, although their
cryptic language may reveal disturbing facts about the apparently harmless
furballs. They are scavengers and can use items, though, which distinguishes
them from most creatures of similar difficulty level; any monster is dangerous
with a glowing sword. They drop a guaranteed fur scrap when killed, and are
neutrally aligned. Furbies how low HP (11-15) and other stats, and are able to
teleport (making them somewhat harder to kill for the fur). Furbies are small,
and although they wield and use items, they can't wear armor.
(*Monsters.Hamster
*portraits/hamster.png
*Hamsters exist in a state of perpetual peril.*)
Weakest of Weak monsters. Utterly non-threatening in most cases, it will run
away if attacked and is peaceful (perhaps because it recognizes that it would
be squished like an insect if it attacked anyone). May start with some minor
food items in its cheek pouches.
(*Monsters.Care Bear
*
**)
Fairly weak monster, neutrally aligned although they have a 50% chance of
being rabid. They start with items and can use them, although they will not
pick up additional items or use items that require intelligence. They don't
leave corpses. They are fairly intelligent (26) and thus have some chance
to resist charming and other IN dependant attacks. Uses all kinds of items
and is small.
(*Monsters.Dwarf
*
**)
Of the Snow-White and the Seven Dwarfs variety. A mid-level creature, somewhat
dangerous if hostile (nerd aligned), doing 0-20 base physical damage. (Likely
more, as they have a good chance of starting with a weapon such as a pick axe,
one of best weapons in the game.) They have fairly low HP (20-30) however, so
they are not very difficult to deal with by the time you encounter them in
most cases.
(*Monsters.Parodic Dwarf
*
**)
A bit more dangerous type of dwarf. Very similar to the ordinary dwarf with
respect to stats, but they are jock aligned and usually in a disordered mental
state do to substance abuse. Also tends to say crazy stuff at random. (Much of
what they say is amusing or nonsensical.)
(*Monsters.Giant Hamster
*
**)
Like a hamster, but not pathetic. Moderate difficulty monster does 0-30 base
physical damage, and has 40-60 HP. It is neutrally aligned and peaceful,
although it will not flee at once if attacked as regular hamsters do. Oddly,
it leaves a regular hamster corpse.
(*Monsters.Pikachu
*portraits/pikachu.png
*It only sounds harmless.*)
Neutrally aligned peaceful mid-level monster with an elevated chance (25%) of
being rabid. It also posesses fast regeneration and starts with a random minor
food item. It is a scavenger and will eat corpses. Although agile (DX 20) it
has little health (15-25 HP) and does only 0-7 base physical damage. It is
notable mainly for its special attack, executed on 40% of qualifying turns, in
which it fires an electric blast at an enemy. The bolts do d10+10
armor-ignoring damage, although the target has a DX-based chance to avoid the
attack. If you polymorph into a Pikachu, you can use its thundershock attack.
(*Monsters.Giant Pikachu
*portraits/pikachu.png
*Not to scale.*)
A pikachu that has grown to tremendious size because it is unable to undergo
its final metamorphosis (to who-knows-what). It is essentially the same as its
smaller cousin, but has better stats. It's thundershock special attack is
usable if you polymorph into one.
(*Monsters.Fetid Blob
*portraits/fetid_blob.png
*Resemblance to Jar Jar Binks was unintentional.*)
A disgusting amorphous blob of organic matter. Has low stats except for HP.
Fetid blobs congregate in cesspools, and are generally rare elsewhere. They
are often the result of tragic polymorphing accidents. They resist (further)
polymorphing and chemical attacks, are scavengers, regenerate HP fairly
quickly, and can be found with many kinds of items embedded in their purulent
flesh.
(*Monsters.Giant Blueberry
*
**)
The regretable result of eating second-hand gum, among other things. They have
poor stats and are prone to being popped. They resist chemical attacks, but
not much else. A thing that it is very bad to be turned into.
(*Monsters.Feral Cat
*
**)
Low level mundane creature. Fairly agile and has an elevated chance of being
rabid. It will chase you from room to room if hostile, and is a neutrally
aligned scavenger. Does 0-13 damage and has 1/10 regeneration.
(*Monsters.Giant Toad
*
**)
Low-level mundane creature. Not very notable. The corpse is poisonous, but it
has no special attack. Often found in cesspools. They are large.
(*Monsters.Dog
*
**)
Slightly stronger than a cat in terms of damage and HP, but slightly less
agile. Quite unremarkable. Both it and the cat have 1/10 regeneration.
(*Monsters.Zergling
*
**)
Mid-level creature that is not very threating when alone. It will chase you
and has excellent regeneration, but its solo power is limited by its low HP
and ST. The danger this neutrally aligned creature poses is in its special
attack, in which d4 additional zerglings of the same AI state as the summoning
zergling are created. The chance of it using this attack falls off as the room
becomes filled with zerglings, but because of their chase behavior, they can
propagate to dangerous numbers with disturbing frequency as you attempt to
retreat from them. They can hold weapons.
(*Monsters.Garden Gnome
*portraits/gnome.png
*You can tell he's a gnome because of the hat.*)
Nerd-aligned low-level creatures of varrying but moderate stats. They start
with items that can be very useful, especially in the early game, but have an
irritating tendency to teleport away when injured, thus denying you of your
prize. They can teleport intrinsically, or with the conical hats they are
often generated with. Gnomes can pose an unexpected threat by spawning (as
they occasionally do) with a wand, or wielding a magic cookie; It is advisable
to look at their inventories (with 'l') before attacking peaceful gnomes, if
you desire to do so. Gnomes use all kinds of items and are small in size.
(*Monsters.Computer Programmer
*
**)
Possibly the most difficulty creature in the game. Nerd aligned (naturally),
but peaceful (thank goodness!) and vanishingly rare. (Although one programmer
is guaranteed - see the special room [Programmer's Tower].) Starts with many good
items (possibly including an artifact!) and will make use of non-food items.
The programmer can teleport and is chemical resistant. Attacking the
programmer is a very bad idea, even for high-level characters, since he has a
50% chance per turn of using an undogeable [Insta-Death] attack. (Meaning that
your chances of surviving N turns with a hostile programmer in the room are
1/2^N at best - the programmer also does fairly high physical damage.
The programmer is mainly useful for his other effects, which can be obtained
by talking to him. 25% of the time, the programmer will give you a message
that is a rough indicator of how many murders you have commited and how many
you can get away with: if he says "You are doomed", you have already exceeded
the number you could have gotten away with. "Do not forget the laws of the
surface world" means you can't get away with any more, but are currently safe,
and if he "watches you", you can get away with 1 or more murders.
Another 25% of the time, the programmer will just stare at you, unless you
have attacked non-hostile creatures, in which case the programmer has a chance
of becoming hostile. (Not desirable!) The chance is 0 if you have never
attacked a peaceful creature and 100% if the number of times you have attacked
peaceful creatures is greater than or equal to your experiance level.
Another 25% of the time, if you have ever canabalized a member of your own
species, the programmer will be irritated and turn you into a hamster. If you
haven't resorted to canibalism, murdered, or attacked a peaceful creature, the
programmer will grant you 10000 XP and usually a level up, then disapear.
(This is likely the most desirable outcome and a good reason to go on the
western branch after finding the boiler room - human enemies become somewhat
more common as you progress, and thus the occasional murder is harder to avoid.)
The final 25% of the time you talk to the programmer, he demand that you
"embrace the true path" (Computer Science). (If you are already a science
student, or otherwise nerd-aligned - e.g. polymorphed into a gnome - there is
no effect: the programmer just observes you.) If you agree to convert, you get
changed into a Science Student and your stats are rerolled. (This might be an
improvement if you were recently polymorphed into something lame like a
hamster, but is not generally a good thing.) If you refuse to convert, the
programmer becomes hostile and the exits of the current room are collapsed.
Unless you have a way to teleport, you are going to be dead in a few turns.
Your non-HP stats are also reduced to 1, making it difficult to use a
teleporting item. Under these circumstances it is likely best to accept the
programmer's terms. Angry programmers chase you.
(*Monsters.Mind Flayer
*
**)
Fairly dangerous creature, nerd aligned and intelligent. It does limited
physical damage and has moderate (40-56) HP; the danger comes from its attack
which can stun and cause [Insta-Death] (although it is fairly unlikely and has
a DX based chance to avoid death, meaning that high level characters are
generally safer and can fight it without excessive caution.)
The special attack is, naturally, brain-eating; In order to do this it must
latch all four of its tenticles onto the head of the victim in one turn.
The chance of a tenticle latching on is a straight randomized comparison
between the flayer's DX and the target's. If even one tenticle latches on, the
target will be stunned for one turn. (Being stunned does not affect the chance
to avoid having your brain eaten.) Mind flayers always attempt this special
attack in combat. It will chase you and starts with some items, possibly
including a knife. The special attack is player-usable.
(*Monsters.Greater Mind Flayer
*
**)
High level monster, shares the special brain-eating ([Insta-Death]) attack of
the Mind Flayer but has substantially better stats.
(80-120 HP, for instance, and higher DX, which enhances its special attack's
chance of success.)
Generally, a nastier version of the Mind Flayer, handle with increased caution
but the same methods. Might be worth it to introduce it to an electric blast
from a wand.
Note that both kinds of mind flayers are nerd aligned, and have only the
normal chance of being rabid; this is useful for co-aligned players.
The special attack is player-usable, and the greater mind flayer can level up.
This makes it an attractive target for controlled polymorphing.
(*Monsters.Pyrex Elf
*
**)
Irritating creatures of moderate difficulty. Often first encountered in
Laboratories. They use items and start with an assortment of broken glass,
flasks, and the like; they will throw chemicals from the flasks at enemies and
additionally have a iron-compound based spitting attack, used 60% of
qualifing turns, that will do d12 armor ignoring damage and may reduce
strength by d3 if the victim is not chemical resistant. (Pyrex elves
themselves are intrinsically chemical resistant; you can get this resistance
by wearing a lab coat - really a must have item since the nemesis has a VERY
dangerous chemical attack.) Pyrex elves, thankfully, have fairly low HP (20),
and do little (0-7 in theory, but almost always 5-12 in practice because of
their usually starting with and wielding a shard of glass) physical damage.
Pyrex elves have an elevated chance of being insane, and are guaranteed to
drop a shard of glass in leu of a corpse, for what it's worth. They're
neutrally aligned, not nerd aligned, as might be expected. (They are
mortal enemies of science students - they are taken from a bit of Yuba College
chemistry lab lore: the notional elves are sometimes blamed for soiling
glassware, messing up experiments, etc.)
The special attack of the pyrex elves is usable by the player if polymorphed.
Pyrex elves use items of all kinds.
(*Monsters.Oompa Loompa
*
**)
A member of the pestilentially irritating race of dwarvish slaves owned by the
mad confectioner, Willie Wonka. Not of exceptionally notable physicals stats,
but it is an item user and usually starts with several good food items, which
tend to amplify its HP. Slightly jock aligned. Beware of the gum they carry.
They sing.
(*Monsters.Fat Oompa Loompa
*
**)
Like an [Oompa Loompa], but more of it. Somewhat more dangerous.
(*Monsters.Mad Lab Tech
*
**)
Your nemesis, the dreaded Zeius Magus (self proclaimed). The second most
difficult enemy in the game by most estimations. She has good physical stats,
high HP (250), and starts with a variety of good items (including lab coats,
flasks, etc.) She is always insane, so even if you are also neutrally aligned,
Zeius will be hostile. Zeius will chase you if you flee. Zeius is not
considered a human for murder purposes (she is an evil criminal trying to take
over the world, after all), but eating her is still a bit much and is counted
as canibalism.
The greatest danger the Mad Lab Tech presents is from her special
attack, which she will start using once her HP falls below 200, with
increasing frequency. This attack is chemically based (she throws hot acid on
you), and does 2d20 armor ignoring damage. In addition, it stuns you for d4
turns and reduces your strength by 1. Thus, chemical resistance is an absolute
must! If you resist chemicals from a lab coat, you will only take d20 damage,
and your armor will be subtracted from it. The lab coat will also protect you
from the stunning and stat drain. Being polymorphed into a pyrex elf will make
you totally immune to the attack, but this really isn't worth it unless you
polyed early on and have been leveling up as a pyrex elf to the point that you
have stats comparable to a normal character! Still, this fact is worth knowing,
if you can charm some pyrex elves for backup during the battle - they will
serve as a distraction that will not be stunned as most other
creatures would be. (Mad scientists and anything wearing a lab coat are
another possibility.) Interestingly, the nemesis herself is not immune to
chemical attack intrinsically, and although she usually starts with a lab coat
(and wears it), pyrex elves could theoretically use their spitting attack on
her sucessfully.
Be very careful when facing Zeius: she is hard to lose once woken up and
chasing you!
Also, it is possible for a wandering monster to wake her up, whereupon she
will start wandering the maze.
In addition to the obvious undesirable aspect of having
her suddenly drop in on you (or worse, walking into a room and being ambused
by her while not yet ready, especially if you are not ready because you
haven't found a lab coat), this also makes it a pain to find her to get your
artifact, and brings into play unpeasant possibiltes that could render your
game unwinnable. (E.g. Zeius is engulfed by a gelatinous cube, which digests
your artifact.)
Thus, try to keep her sleeping until you really want to fight her. The best
way is to avoid the southern branch as much as possible until you are ready
for her, as even if you stay out of the lab itself, a wandering/fleeing
monster could go in there and wake her up.
It is possible to controlled-polymorph into Zeius, although you will not get
her special attack, she can't level up, and she is polymorph resistant.
(*Monsters.Mad Confectioner
*
**)
The boss of the Chocolate Mines, he rules over his confectionary empire with
an iron fist and the assistance of the brutal slave-drivers that control his
legion of dwarvish slaves, called Oompa-Loompas.
Wonka has high HP, 150, very good stats, is jock-aligned, and has an elevated
chance of being a cyborg (taking his HP to 300, possibly.)
Wonka resists polymorphing and memory management, he will chase you, and uses
items. He does not level up, although you can polymorph into him.
He has a special attack that summons a small number of oompa-loompas.
Neither wonka nor the oompas are exceptionally dangerous, however they all
have some chance of having Blue Gum, which can be exceedingly dangerous unless
you have very high DX or are polymorphed into something polymorph-resistant.
It is thus best to finish off Wonka expiditiously. He drops an artifact, the
Brass Whistle, on his death. You can use it to free the oompa-loompas.
(*Monsters.Science Student
*
**)
(You start out as this creature if you choose Science as your major. For
information about playing science students, see the character types section;
this is about them as NPCs.)
Science students are obviously nerd aligned, have poor physical stats, and
have 1/25 regeneration. They will chase you, and use items. Not especially
threatening, although they frequently start with textbooks that can stun you,
particularly if you have low IN. (This can be devistating to low or even
medium level PE student PCs, in areas where nerds congregate, such as labs and
internet cafes.)
(*Monsters.Hobo
*
**)
Low level monster of moderate danger to beginning characters. Co-aligned with
jocks, so they have less to worry about hobos (and are more able to deal with
them anyway when insane ones turn up.)
It is important to note that hobos are human; it is murder to kill them!
However, they usually flee easily enough, and are durable enough that low
level characters can typically attack them until they run away without
worrying about mistakenly killing them. If you want their stuff, weaken them,
and then let a pet, ahem, take care of the situation.
They do start off with items, but none are very good. Hobos have moderate HP
for their difficulty level, will chase you, and use items. Hobos have a
useless special attack that was made to test the special attack system - they
will compare you to rodentia. (This does nothing.) Hobos have low physical
stats and have the interesting feature of always being generated wandering
rather than sleeping - meaning that they may well have picked up good stuff.
Check their inventory before attacking peaceful hobos (if you choose to do
so), they may have glowing swords. (Hobos may also irritatingly take stuff
from your kills, kill and eat your pet, etc; these behaviors make them more
vexatious than their humble stats and low difficulty level would suggest at
first.)
(*Monsters.Liberal Arts Student
*
**)
(You start out as this creature if you choose Liberal Arts as your major. For
information about playing liberal arts students, see the character types
section; this is about them as NPCs.)
Neutrally aligned student, starts with items (but not very good ones) and uses
them. Mediocre physical stats, has moderate rate of regeneration, and will
chase you. Danger is low; despite their physical stats being a distinct
improvement over Science Students, they are much less frequently in possession
of dangerous textbooks, and seldom start with a good weapon. They also do not
exhibit horde behaviors of nerds and jocks, which makes them less likely to
kill players early on.
(*Monsters.Physical Education Student
*
**)
(You start out as this creature if you choose Physical Education as your major.
For information about playing Physical Education students, see the character
types section; this is about them as NPCs.)
Moderatly dangerous mid level creature. (Sometimes appears at low levels, so
watch out - jocks are much more dangerous when your level is low.) Poor mental
and good physical stats, chases, and has moderate regeneration (1/20). They
often start with a decent weapon, such as a baseball bat or knife. Their
tentency to congregate in locker rooms and ambush unsuspecting cross-aligned
players is a great contributor to their lethality; avoid locker rooms until
you are sure you are ready.
(*Monsters.Champion
*
**)
Dangerous high-level NPC, possibly the third hardest in the game. No
insta-kill, but does a lot of conventional damage and has VERY high HP from
his diet of chromatic cookies. High physical stats, including 26-28 ST. Uses
items and starts out with quite a number of good ones, including possibly a
wand or glowing sword. The champ is neutrally aligned and never insane, so you
can bypass him easily if you are co-aligned with him. He will chase you and
has great regeneration (1/2). Lots of XP and potential good items from killing
him, but likely not worth the risk of you can avoid him. (He is also human.)
(*Monsters.Coach
*
**)
Like a [Physical Education Student], but more powerful. There is little else to
say; coaches can be insane or cyborgs, unlike regular jocks. They are also
somewhat smarter than their students are more resistant to stunning from
textbooks for that reason.
(*Monsters.Slave Driver
*
**)
One of the most dangerous human adversaries - possibly the most dangerous one
that is not a "boss". Often comes with a bullwhip, and has fairly high stats.
Be careful - they also chase you. They don't have any resistances.
(*Monsters.Jedi Skunk
*
**)
It's like a skunk, but with a lightsaber and stuff. Nerd-aligned, and of
high-moderate difficulty. It's weakness is its fairly low HP, but it is stil
lethal to the unprepared. Doesn't chase or pick up items. Used to be much more
dangerous, but it was nerfed somewhat and now appears less frequently and
usually only by the time you will be reasonably well-equiped to deal with it.
Since Jedi Skunks always start with glowing swords, they are a good source for
this item.
Still, do not underestimate it, because its special attack can trip an enemy
(stunning the enemy for a turn), steal items, and eject creatures from the
room. (It only uses this special ability 15% of turns, though, so don't worry
too much.)
(*Monsters.Vorpal Ape
*
**)
Jock-aligned analog of a [Jedi Skunk], although it lacks the force powers. It
has slightly better physical stats.
(*Monsters.Code Monkey
*
**)
Very irritating mid-level monster. Has enough HP to usually not nicely
die in one hit, and has an IN-draining special attack that it uses all too
regularly. The special attack removes 1-2 IN and 1-3 HP against most
creatures.
In of itself, these properties are not all that bad, however the Code Monkey
has the capacity to become VERY irritating by the other aspect of its special
attack: It can steal the special attacks of other creatures and use them. For
instance, if one attacked a garbage collector, it would posess the
instakilling special attack of that creature. Worse, the knowledge of the
attack will be propagated to all code monkeys everywhere. Code monkeys should
generally be killed quickly if hostile; they may have stolen a very nastly
special attack while you were not observing them. Code Monkeys will also pick
up and use items, and sometimes start with textbooks. The code monkey special
attack is player usable.
(*Monsters.Mad Scientist
*
**)
Similar to the Science Student but more dangerous. Has decent HP and other
physical stats, and almost always starts with textbooks and flasks, making
them fairly hazardous. Fortunatly, by the time you encounter them outside of
labs, you should be ready: their difficulty class is high. They will chase
you and are usually insane (90% chance). They also have an elevated chance
(25%) of being Borg.